Dax01 said:
I liked Reach's story for the most part. Overall it was presented and executed very well, and the dialogue was much improved over Halo 3 and ODST.
I disagree, mostly. I think Reach has some of the best moment to moment exchanges, and does a good job of building the lead characters and establishing their relationships. The best character building since Halo 2. And it's strongly acted across the board, I thought everyone did a great job.
My problem is that so little of what happens makes sense. So many exchanges and sequences leave me thinking, "What....?" The overarching theme is Bungie's writers put dramatic flourishes ahead of logic.
Random examples.
In the first level, Carter says we are free to engage, but "be selective - we don't want to telegraph our presence." This is right after we've buzzed the entire area at low altitude in Falcons. And better, right after he says it we come around a corner and find Jorge has landed his Falcon right in front of the houses, while we landed a ways away on the bluff. Talk about telegraphing our presence.
The way the Covenant are introduced to Reach is anohter, and has been talked about. It's a devastating moment: they've found our military stronghold and naval shipyard, home to the Spartan program. They're on Earth's doorstep, and millions will die on Reach alone. The response? "This whole valley just turned into a free-fire zone." If there's a more flippant way they could have sucked the drama out of such a key moment, I don't know what it is.
Tip of the Spear's opening cinematic showed me why Reach fell so hard. There's a line of Scorpions advancing on a swarm of Covenant vehicles. The Covenant vehicles are so, so toast. Tank beats everything, right? That was the main lesson of Halo 3. And then the Warthogs and Mongoose (!!!!) speed out
ahead of the tanks, and the Scorpions are never seen again. The Warthogs, though, get shredded in dramatic fashion by the Banshees. If they'd hung back, the Scorpions would have had a good old turkey shoot and that would have been the end of it. The shots showing all the vehicles piled up was an excuse to show vehicles piled up - but they're deployed nonsensically to create a hectic battle scene.
Later in the level, when approaching the spire, Auntie Dot announces that the bubble around it is an EMP. Jorge tells the pilot to fly in anyways, and then we crash and the pilot is killed. Shouldn't we have, you know, come up with a plan B after learning the bubble was an EMP? Like flying a little lower, or perhaps landing and approaching on foot to ensure safety? That might even have not telegraphed our presence as loudly. The EMP was an excuse for a loud and dramatic crash scene, but it's a nonsensical one.
Stuff like that happens end to end, on every mission of the game.
And then there's Carter's key conversation with Halsey. Out of the blue she cryptically says she's found 1) an artifact from an ancient civilization 2) that has critical information that 3) might turn the tide of the war and 4) she's given it to this AI and we need to transport it to safety. Um, what? Could you expand on that? That's a lot to take in, and this seems like the climactic reveal of the game, and it was a little vague to put it lightly.
Carter's response: "I understand."
First time through I shouted at the screen something like, "I DON'T UNDERSTAND. KEEP TALKING LADY!" But nope, that's it, that's all we get. She found "something" that's "latchkey" in nature, it's hugely important, transport it.
Is Carter a Spartan or a puppet? If he was true to his character he would have wanted to know what he was transporting. And so do I! We can make assumptions but it continues Bungie's tendency to tell key parts of their story through implication rather than clear narrative. And it made everyone's sacrifice feel empty - I had (have) no idea why that mission was so important, and it undercuts the last level and the entire purpose of the game.
Solid-playing campaign that I enjoy a great deal, but the story is largely nonsensical and flippantly told.